Ironman Refresh Idea
Cosmos_2002
Member Posts: 137 ★
Passive: Stark AI
For every hit in the combo meter of Ironman or his opponent, increase Ironman's ability potency and attack rating by 2%. Maxes out at 30 hits. (60% increase)
Passive: EMP Burst
Idling for 1 second triggeres an EMP Burst draining 33% of the opponent's max power. Cooldown of 18 seconds.
Adaptive Armour
Gain upto 3.
30% chance to gain 1 adaptive armour up buff when struck by a critical hit.
70% to gain 1 when the opponent actives a special attack
Each provides 12% critical resistance, armour rating and special attack resistance.
All fall off when struck by a special attack.
SP1: Lasers: Bleed the opponent dealing 40% attack rating over 4 seconds. (2 bleeds)
Lasers can penetrate through the opponent's blocks. (Bleed can activate through the block)
SP2: Armour break the opponent reducing enemy armour by 50%.
SP3: Consume all adaptive armour up buffs and regenerate 3.5% max health per buff consumed.
Signature Ability
For every hit on his or the opponent's combo meter, Ironman reduces their attack rating and ability potency by 2%. Maxes out at 30 hits. (60% decrease)
Additionally, the cooldown timer on EMP burst instantly ends if the opponent crosses 90% max power.
Synergies
Gain additional critical rating base on the combo meter.
Gain additional perfect block chance based on adaptive armour.
Reduce EMP burst cooldown by 6 seconds.
Leave your thoughts and ideas in the comments.
For every hit in the combo meter of Ironman or his opponent, increase Ironman's ability potency and attack rating by 2%. Maxes out at 30 hits. (60% increase)
Passive: EMP Burst
Idling for 1 second triggeres an EMP Burst draining 33% of the opponent's max power. Cooldown of 18 seconds.
Adaptive Armour
Gain upto 3.
30% chance to gain 1 adaptive armour up buff when struck by a critical hit.
70% to gain 1 when the opponent actives a special attack
Each provides 12% critical resistance, armour rating and special attack resistance.
All fall off when struck by a special attack.
SP1: Lasers: Bleed the opponent dealing 40% attack rating over 4 seconds. (2 bleeds)
Lasers can penetrate through the opponent's blocks. (Bleed can activate through the block)
SP2: Armour break the opponent reducing enemy armour by 50%.
SP3: Consume all adaptive armour up buffs and regenerate 3.5% max health per buff consumed.
Signature Ability
For every hit on his or the opponent's combo meter, Ironman reduces their attack rating and ability potency by 2%. Maxes out at 30 hits. (60% decrease)
Additionally, the cooldown timer on EMP burst instantly ends if the opponent crosses 90% max power.
Synergies
Gain additional critical rating base on the combo meter.
Gain additional perfect block chance based on adaptive armour.
Reduce EMP burst cooldown by 6 seconds.
Leave your thoughts and ideas in the comments.
2
Comments
How about this for an SP1
You know how Stark gets poises? Well Ironman should get something similiar... either by parry, or by armor gainr by holding block for 2 seconds grants an armor... sp1 instead of a laser shoots off one of iron mans mini missles... For each armor on the user gets concussion lowering ability accuracy for x%